← Назад к ресурсам

Enhanced Hordes

Zombies will climb eachother and form massive hordes capable of breaking down walls. Also enhances the ability to cooperate among other mobs.

Modrinth adventure game-mechanics mobs

Описание

### **Enhanced Hordes** _Ping @nojustgavin in the linked Discord for help related to Enhanced Hordes_ Enhanced Hordes allows Zombies to climb one another to reach you, Skeletons to avoid shooting each other, and Iron Golems to deal with the new hordes. **Zombies** - Can climb each other. You aren't safe just because you're higher up. - Can dig for other zombies in the ground. Simply damage them once to prevent them from multiplying. - Spread fire to each other when they touch if one is already burning. A single spark can ignite an entire horde. They also move faster when ignited. - When large hordes group up, they can break down walls. A warning will appear when your walls start rumbling before they break in. **Intelligent Mobs** - Skeletons put away their bows when other skeletons are nearby. - Skeletons also put away their bows* when you come too close. - Skeletons dash away after they punch you and equip their bows again. - Piglins equip their sword when an enemy is close and equip their crossbow when an enemy is far. - Zombie Piglins retain a small piece of their intelligence and attempt to use their crossbow when you are far but aren't very accurate. - Skeletons can no longer attack other skeletons and Piglins can no longer attack other Piglins. *Unless it's enchanted or special in any way. **Other Mobs** - Slimes can stack and spread fire to one another just like Zombies. - Iron Golems can hit multiple enemies at once with one swing. - Iron Golems are immune to fire when they are not standing directly in a flame or lava. - Iron Golems are 100% immune to Wither, Poison, and Levitation. - Iron Golems are resistant to arrows, most bounce off. - Iron Golems hurry when a Villager is being targeted. - Iron Golems naturally heal when there is no danger. - Wither Skeletons that spawn with a bow will use it like a skeleton does. - Spiders and Cave Spiders can leap towards targets if they are too high to reach. **Configurability (Datapacks)** To make any zombie from any mod be able to join a horde, simply add the mob to the "forge:hordes" entity tag. To make any skeleton or piglin from any mod be able to swap weapons and dash, add the mob to the "forge:intelligent_teams" entity tag or the "forge:intelligent_piglins" tag for Piglins specifically. Note: all mobs tagged in the intelligent teams tag will not be able to hurt eachother. Same goes for the Piglins tag. > - "forge:horde_destroyable" block tag controls what blocks a horde can break easily break through. > - "forge:horde_unbreakable" block tag controls what blocks a horde cannot break. _Any block which is specified in niether tag will be of normal difficulty to break, as controlled by the HordeSmashingPower gamerule._ > - "forge:hidden_zombie_blocks" block tag controls what blocks zombies can dig more zombies out of. An entity must be a zombie mob in order to dig up more mobs. > - "forge:horde_grave_robbers" entity tag controls what mobs are allowed to dig themselves up. > - "forge:leaping_mobs" entity tag controls what mobs are allowed to leap at their targets. The gamerules HordeStacking, HordeMultiplying, HordeSmashingPower and ironGolemRegenPower also exist, for your convenience. **FAQ** **Q: How do I configure the mod?** A: With datapacks or gamerules. There is no config file, but it is entirely configurable. **Q: Is this mod compatible with mod X?** A: Probably. The only known mod to causes issues is Solid Mobs, which removes the function of zombies being able to intersect with one another, which this mod entirely relies on. **Q: Can I use this in my modpack?** A: Yes! **Q: Older version? Other Modloader?** A: Sorry, no. Please don't ask. **Q: Newer version?** A: Eventually. -------